#making-mods-general

1 messages · Page 44 of 1

velvet narwhal
#

oh yeah it is public class SlimeHutch : DecoratableLocation

rancid temple
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Maybe I should break that off my kitchen sink mod and just release that as a tiny mod

lucid iron
#

hm a hud customizer mod would be neat Bolb

calm nebula
#

Call it "everything but the kitchen sink:

velvet narwhal
#

a fork off of nightshade?

lucid iron
#

get that i m m e r s i v e experiance

velvet narwhal
#

"colors only the hud"

lucid iron
#

does nightshade let you hide daytimemoneybox

velvet narwhal
#

i think it's just colordraw + toggle whether you want the hud to be included

tiny zealot
#

nightshade does not let you toggle UI elements. the UI toggle is for whether to apply the color filter to the UI layer

velvet narwhal
#

full immersion, no hud, blueberry's sunsetting mod

#

and casey's crazy cat dream of stardew3d

brittle pasture
#

doesn't seem so, but it looks like the author is updating it on the GitLab as of a couple days ago, so I guess you can clone it and build it yourself

rancid temple
#

Doesn't have the 1.6.9 quest fixes, sadly

teal bridge
#

Are we talking strict matching or loose matching? Serious question. Some feel that a path Foo/Bar/Baz is justified as having the namespace Foo.Bar.Baz, others will insist that the folders have to be Foo/Foo.Bar/Foo.Bar.Baz.

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(Also referring to the situation where Foo, Bar and Baz are all assemblies/projects. I do the former, but I see a lot of the latter.)

rancid temple
#

Oh no, one of my transpilers broke

velvet narwhal
#

since 1.6.9 crushed my dreams i am now writing every single file necessary for an npc to 'exist' in a home for that template with the {{ModId}} standard (but i'm implementing ichor's use of dynamic token), since i kind of want my page to be the 'yeah i've played with content patcher i just want a plug and play'

tiny zealot
#

how did 1.6.9 crush your dreams? what did i miss

velvet narwhal
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lighting broke SDVpufferchickcry

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no glowy mushroom tree unless i test with the 1.6.9 decompile

tiny zealot
#

oh

lucid iron
#

just build against beta

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i moved 1.6.8 sdv into different location

velvet narwhal
#

that's true, i have 3 folders now because i have the 1.6.9, 1.6.8 (my 'i wanna enjoy the game and not look at my own mods'), and then my debug folder SDVpufferchickcry

lucid iron
#

for C# mods, you can change gamepath so that it build to correct place

brittle pasture
#

my lazy ass just updates to the beta and revert back for 1.6.8 lol
I'm lucky my internet is fast enough to just use other people's hard drives as secondary storage

rancid temple
#

I just swap my Stardew Valley folder between the 1.6.9 install and 1.6.8 install and build whenever I have whichever one active that I'm modding for lol

uncut viper
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im just not bothering to do any 1.6.9 modding until its like a week from release

velvet narwhal
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(i'm not gonna worry about figuring out how to add in a damn table of contents to the .gg, i'mma just get all of them in and then figure it out later SDVpufferpain )

tiny zealot
rancid temple
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Table of contents should automatically appear when you have enough headings, though you can force it to appear before then

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__FORCETOC__

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Had to figure out which of my gg pages I'd used that on

calm nebula
velvet narwhal
#

SDVpufferyikes oh it did not enjoy me swapping to source editing

rancid temple
#

I always do source, the other editor leaves a lot to be desired lol

velvet narwhal
#

that's fair

brittle pasture
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WYSI(n't always)WYG

inner harbor
#

I tested mine wiyh 1.6.9 enough to make sure it loaded if non updated framework components were removed. It did.

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Also found an error with a duplicate light in my code

velvet narwhal
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is there anything else i'm missing?

teal bridge
tiny zealot
rancid temple
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I never got hot reload working

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In any version, I eventually gave up and just do shit the caveman way

teal bridge
#

Oh, are you one of the VSCoders?

calm nebula
#

What about room temperature reload

teal bridge
#

It's too slow.

rancid temple
#

I'm on VS22, I don't know what the issue is

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What's the acronym for the problem is me?

teal bridge
#

Strange. E&C worked for me right out of the gate, I didn't have any trouble until I messed with the game version.

teal bridge
uncut viper
calm nebula
#

I've rarely had a problem with hot reload tbh, at any point

rancid temple
#

That's the one

calm nebula
#

Other than source fucking generators

teal bridge
#

Well, maybe GOG Galaxy has a funny way of handling the swap, although the game directory looks normal to me.

rancid temple
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Since I've never got it to work, I have no idea what I'm missing, so I'm not in any major hurry to try to figure it out again

teal bridge
#

I feel like there's some cached assembly reference somewhere that VS just doesn't want to forget about. It debugs fine the first time, but freaks out on any attempt at E&C.

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You're missing a lot, honestly... doing Stardew modding without hot reload sucks.

uncut viper
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i get annoyed now whenever i realize i need to change a method signature bc it means i cant hot reload and have to relaunch once

teal bridge
#

Yeah, or whenever you change one single whitespace character in a generic class.

tiny zealot
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is hot reload a VS/Rider secret sauce? or is it some known incantation that i could theoretically do without having to change my dev environment

uncut viper
#

this is also why my dotnet template sets up empty onbuttonprpessed and ongamelaunched events for me so i dont forget and need to do that later too

teal bridge
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Supposedly the C# toolkit for VSCode can do hot reload too.

uncut viper
#

i didnt need to do anything to make hot reload happen for me with Rider

calm nebula
#

My apologies

#

Microsoft considers you a second class citizen

teal bridge
#

Oh, Linux. Yeah, Linux is a second-class citizen for .NET.

uncut viper
#

interesting that y ou both chose the same words

brittle pasture
#

it's a common refrain

tiny zealot
#

no hard feelings. i don't have any nice considerations for microsoft, so it's only fair

teal bridge
#

For the most part, dev tools are the one thing that Microsoft has consistently remained competent at over the years.

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(despite their half-hearted efforts when it comes to Linux, that is)

calm nebula
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Hey Pathos what about net 9 for stardew?

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(I'm very much joking.)

teal bridge
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Would be sweet though, even .NET 7 would be nice. I keep bumping against the limitations of 6.

next plaza
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From the command line

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I used that for a while when my hot reloading wasn't working properly

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Only problem is you can't use your IDE's debugger then

tiny zealot
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thanks casey! worth a try, anyhow

ivory plume
little crag
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Hi!

I was thinking of updating my mod, The Museum Pays, to have a scaling feature as a config option but I'm not sure how to go about this since the mail that is sent has config tokens based on the set reward amount; would I basically have to rewrite the code entirely making all letters separate?

#
        "Reward Amount": {
            "AllowValues": "1000, 5000, 10000",
            "AllowBlank": false,
            "Default": "1000",
            "Description": "Changes the amount you will receive for every 10 donations."
        }
    },



    "Changes": [
    

        {
         "Action": "EditData",
         "Target": "Data/Mail",

         "Entries": 
         {
            "Museum_Reward_Mail_1": "{{i18n:Mail.MuseumReward.1}} %item money {{Reward Amount}}  %%[#]{{i18n:MailName.MuseumReward.1}}",
            "Museum_Reward_Mail_2": "{{i18n:Mail.MuseumReward.12}}  %item money {{Reward Amount}}  %%[#]{{i18n:MailName.MuseumReward.2}}",
            "Museum_Reward_Mail_3": "{{i18n:Mail.MuseumReward.3}} %item money {{Reward Amount}}  %%[#]{{i18n:MailName.MuseumReward.3}}",
            "Museum_Reward_Mail_4": "{{i18n:Mail.MuseumReward.4}} %item money {{Reward Amount}}  %%[#]{{i18n:MailName.MuseumReward.4}}",
            "Museum_Reward_Mail_5": "{{i18n:Mail.MuseumReward.5}} %item money {{Reward Amount}}  %%[#]{{i18n:MailName.MuseumReward.5}}",
            "Museum_Reward_Mail_6": "{{i18n:Mail.MuseumReward.6}} %item money {{Reward Amount}}  %%[#]{{i18n:MailName.MuseumReward.6}}",
            "Museum_Reward_Mail_7": "{{i18n:Mail.MuseumReward.7}} %item money {{Reward Amount}}  %%[#]{{i18n:MailName.MuseumReward.7}}",
            "Museum_Reward_Mail_8": "{{i18n:Mail.MuseumReward.8}} %item money {{Reward Amount}}  %%[#]{{i18n:MailName.MuseumReward.8}}",
            "Museum_Reward_Mail_9": "{{i18n:Mail.MuseumReward.9}} %item money {{Reward Amount}}  %%[#]{{i18n:MailName.MuseumReward.9}}"
         }

        },```

Basically how it's set up now.
uncut viper
#

you can probably use Query operations to multiply your reward amount by a configurable value

#

Query tokens i mean with math operations inside them

little crag
#

Would I have to separate the entries?

uncut viper
#

no, just replace your {{Reward Amount}} tokens with query tokens that have the reward amount token inside them

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actually i might be confusing how query token math works

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im not sure anymore

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oh no it should be fine

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{{Query: {{Reward Amount}} * {{ScalingConfig}}}}

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obv you'd need to add the scalingconfig to your config schema

little crag
#

oooo okay

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that actually made the cogs start turning XD

silver pelican
#

hello! good aftiiee! is there a mod that makes the bus operable even if pam isnt there? she walks slow...

uncut viper
#

that would be a question for #modded-stardew (but also Button's Extra Books has a book for that)

vernal crest
#

I must have a mod for that because I certainly don't have to wait for Pam but I don't have Button's Extra Books either

uncut viper
#

some days she also just lets you drive on your own in vanilla too

velvet narwhal
#

is it self serve

uncut viper
#

does self serve do the bus too? i thought that was just for s hops but ive never used it

velvet narwhal
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oh nope not self serve, i just looked at it

silver pelican
teal bridge
#

Err... you folks know warp totems exist, right? That's like minmax 101.

vernal crest
#

Sometimes I like to pay some money to go to the desert instead of cheating all the time haha

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I've never actually crafted a warp totem, I don't think

teal bridge
#

You don't craft them, you trade for them.

vernal crest
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Oh

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Well, I haven't done that either

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(Clearly haha)

teal bridge
#

I mean, you can craft them, but hardly anyone does. They're 3 OGs, a single skull dive gets you enough for like 20-30 of them.

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If you just enjoy doing the bus thing then that's cool. But then modding the bus because Pam is too slow gets a bit silly...

vernal crest
#

Why?

teal bridge
#

Because why would you mod in a mechanic to make something easier when the game already gives you a way?

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(and a much more convenient way at that)

vernal crest
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Because this way it takes me zero effort instead of effort I don't want to spend?

rancid temple
#

Part of my kitchen sink mod just makes it so you can drive yourself, you still have to pay

teal bridge
#

What effort??

velvet narwhal
#

(pay for the gas, drive yourself)

vernal crest
#

Of getting stuff to trade and then going to trade for them

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Or craft

uncut viper
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i dont bother with totems because i dont feel like going to the trader

rancid temple
#

Pam gets the day off, I get to go to the desert whenever I want, win win

silver pelican
#

ok so the button's extra books are very convenient. im trying to figure out how i can mak the bus stay (so that i can return to the valley later on) after arriving at a custom map. 4916catcry currently, the bus can get me to MapX but bus doesnt really show when i arrive at said map and doesnt stay (unlike at calico).

vernal crest
#

I swear I still don't see anyone driving the bus

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I think that's harcoded?

rancid temple
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That's weird, Pam or you should be there

teal bridge
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So the effort of actually... playing the game.

vernal crest
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I just want to play different parts of the game that you do, focustense

uncut viper
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i dont care about minmaxing my gameplay. i like taking the bus

rancid temple
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I just hate having things in my inventory

silver pelican
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I do arrive at the custom map but the bus isnt there.

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so theres no way of returning to the valley

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unlesss i use a warp

rancid temple
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Are you using the Bus Locations mod?

silver pelican
uncut viper
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(oh, well that answers my about-to-ask "how did you even get the bus somewhere custom in the first place?" question SDVpuffersquee )

vernal crest
#

I'm pretty sure the bus doesn't stay when it takes me to Downtown Zuzu - I don't think that's something that Bus Locations does.

round dock
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(nice work on PH foodies btw SDVpufferheart)

rancid temple
#

God I hate this "unofficial" release of this mod

uncut viper
#

does DTZ just give you like a normal warp at the edge of the map to walk into to get back to stardew valley?

rancid temple
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Dude doesn't even link back to the original and provides no fucking documentation on this page or a link to anything

silver pelican
#

hmm :< well, i guess selling a warp for free will do as compensation XD

silver pelican
uncut viper
#

you can just add a normal map warp point

rancid temple
#

You can just make a custom minecart network

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And charge for it

silver pelican
rancid temple
#

Doesn't even have to use minecarts, just has to be a spot you can interact with

uncut viper
#

true. you dont even need to make it look like a minecart

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could just put the actual bus sprite there

rancid temple
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Build your own bus, with blackjack

velvet narwhal
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i mean my "minecart" is gonna be a boat

uncut viper
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thats back to the desert at the casino we're talkin about a custom location here smh

vernal crest
uncut viper
#

(/j)

silver pelican
rancid temple
#

Nah, it's just fade to black

uncut viper
#

thats a hardcoded thingyou cant recreate with just CP

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or tiled

silver pelican
#

okehh amma go make it now xd pam doesnt want to work overtime 2992catgiggle

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if its not possible with just cp, i can do the warp point u guys mentioned earlier 76756catlove

vernal crest
uncut viper
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the minecart network bus thing is 100% possible

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you just wont be able to make the bus move

vernal crest
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Doesn't help that there's an unofficial fix of an unofficial fix for BL

rancid temple
#

Oh they absolutely don't have permission

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But Nexus being what it is, unless the original author reports it, they'll basically do nothing about it

silver pelican
#

oh yeah wait! speaking of, theres like 2 (afaik) updates on the BL. the one in nexus and one from github.

rancid temple
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Same guy

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Leaving it on github would have been fine, technically, linked as an unofficial update on the forums

silver pelican
#

comradesean and LyzzCL?

vernal crest
#

Xytronix and comradesean are the same?

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(LyzzCL is another person who did a controller fix, I think)

rancid temple
#

I thought comrade was a contributor on that git

silver pelican
rancid temple
#

The only bright side I can say is they're not earning DP from the mod so it's kind of whatever

vernal crest
#

THe xytronix one appears to me to be an update of the comradesean one which was an update to the original

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The xytronix one links the comradesean one which is a fork of the original

rancid temple
#

Jesus

velvet narwhal
#

this game of telephone is kinda funny

vernal crest
#

Avi here is your calling

velvet narwhal
#

HUH

uncut viper
#

the original author is still active on nexus and has gotten comments about and from the unofficial update makers, so, they might just not care

vernal crest
#

Make a new, completely separate 1.6 compatible bus locations clone (clone in the sense of idea, not code)

silver pelican
#

i wonder if its ok for me to link the one from lyzz? hers have the one with controller support (which is what i play with the most).

velvet narwhal
#

oh god i don't know if i even wanna bother with that one

rancid temple
#

I'm not gonna lie, even looking at the original I had the thought "could I do this better?"

#

There's some concerning known issues in the first paragraph lol

silver pelican
#

but idk

vernal crest
silver pelican
#

i just saw it in the contirbutors tab

vernal crest
rancid temple
#

Either way, without being the original author, Nexus is unlikely to do anything about it. That's a level of investigation I'm sure they aren't willing to foot the bill for

silver pelican
velvet narwhal
#

oh no minecarts has a custom field

rancid temple
#

It's different if the author reports it and says they aren't allowed

velvet narwhal
dusty scarab
#

is it possible to add custom properties to a tile type in Tiled? I'm trying to add Type Wood to a tile of some planks, so it makes the wood sound when walking over them, but every time I try, the Add Property portion of Custom Properties is greyed out

rancid temple
#

I think you have to edit the tileset

silver pelican
vernal crest
velvet narwhal
#

Back Type <str type>
Sets the tile type for various game logic (e.g., step sounds or planting crops), where <type> is one of Dirt, Stone, Grass, or Wood.

#

why the whitespace, why are you like this

rancid temple
#

Basically, but I'm sure they don't want to just advertise that bad will freely

dusty scarab
uncut viper
#

if the author never notices or bothers, then you can do what you want

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can, not should

rancid temple
#

As far as Nexus is concerned, it's more money for them either way

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Why would they willingly put a damper on something earning them money

vernal crest
#

Good to know it's never worth reporting stuff for permissions violations then

rancid temple
#

To be fair, they do say they "might" not do anything about it

uncut viper
#

you cant file a DMCA claim on someone elses behalf elsewhere either, its not really different in nexus's case

rancid temple
#

So you know, it also can't hurt unless your finger is injured or something

silver pelican
#

has the orginal BL (feels wrong to acronym it this way but) author posted anything about updating their mod? or related?

rancid temple
#

I don't think so, kinda feels like they just Homer'd into the bushes

uncut viper
#

no, its just known that theyve logged into nexus recently

silver pelican
rancid temple
#

It is just the way of things, people only have so much time and energy to devote to something they do for free

silver pelican
#

im just gonna go ahead and messaged them just incase xddd

velvet narwhal
#

me, getting random inboxes because i turned off comments: aSDVnukeboxdontfeelsogood

rancid temple
#

That's wild lmao

uncut viper
#

also, its all moot

#

the mod is on their github

#

its MIT

velvet narwhal
#

welp, is it worth it now

rancid temple
#

Oh lol, I didn't even bother looking since they didn't link it and their permissions were so strict

uncut viper
#

they even merged in Xytronix's fix for 1.6

#

this is why it pays not to jump to worst conclusions!

vernal crest
#

Argh! I knew that comradesean had forked it but I was still like "hmm I wonder how comradesean even got access to their code when there's no source anywhere". I am an idiot SDVpufferwaaah

#

(Would still be less confusing if their Nexus permissions didn't completely contradict their licence on the github haha)

uncut viper
#

from a quick search bc i thought the same, supposedly older nexus had much more restrictive default permissions

#

so, they probably just didnt realize

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since their repo has been MIT for the last 5 years

rancid temple
#

Oh yeah, I could see that

vernal crest
#

Ah, interesting. Thanks for your excellent research, Button!

rancid temple
#

If they ever change the permissions, someone would have to mention it because I'm sure not about to go look at mine again

vernal crest
#

So is...LyzzCL's technically the best version then?

uncut viper
#

(either more restrictive permissions by default or just straight up none on the site, so when they added the permissions feature i guess nexus (rightly, id say) gave every mod restrictive ones)

uncut viper
vernal crest
#

Xytronix's has worked fine for me but I don't use controller

uncut viper
#

"Fixed controller and pause menu issues triggering dialogue action when they shouldn't and properly checking if its a passive festival day or pam is on hospital"
depends how important that last bit about checking festivals or hospital visits is to you then

vernal crest
#

Hmm

rancid temple
#

That rabbit hole aside, I don't see anything about BL adding a bus to return, so maybe that could be something to iterate on the idea with

silver pelican
rancid temple
#

Probably not any time soon, but it is kind of interesting

velvet narwhal
#

if bluebs teaches me how to do those sweet animations, maybe

dusty scarab
#

is Solid Foundations still required to add custom buildings, or is Content Patcher able to do that on its own now?

rancid temple
#

CP should be able to do that on its own

#

Oh yeah, I added buildings when I was screwing around with that robin position mod lol

silver pelican
#

dont forget to @me when u do be! xd

dusty scarab
#

would you mind if I looked at your mod so I can see how it works?

inner harbor
rancid temple
#

You'll probably want to find someone who made a real building, I just made a copy of a silo for bare bones testing where robin stands

inner harbor
#

It's a pity the bus isn't part of the minecart network coding.

#

Probably too late to request it added in 1.6.9

uncut viper
inner harbor
#

I've never looked

uncut viper
#

and assuming you asked Pam to drive you to the custom place in the first place, since I think that'd be the case for nova's mod

#

i know if you go to the desert yourself in vanilla and come back its you in the driver seat but i dont recall if a flag is set or somethin when you leave via pam

rancid temple
dusty scarab
#

thank you :D I went to look up some greenhouse mods, but they seem to either be 1.5-era mods (thus requiring Solid Foundation and therefore not what I'm looking for) or reusing the vanilla greenhouse map for their interiors and only coming in one size, so this should be an adventure to get started

tender bloom
#

since in vanilla the bus isn't a network at all

uncut viper
#

as far as i know that is the only way to do that. that said i dont know infinitely far

rancid temple
#

If you want it to be recolorable you have to load it into Maps yourself, but there's no other way to include it without it being part of your mod/loaded by your mod

vernal crest
#

Yes, as far as I'm aware you do have to include a copy of it inside your mod (but to help with recolour compat you can at least Load it into the game).

rancid temple
#

If you load it into Maps, it'll be recolorable, but people will have to intentionally recolor your loaded tilesheet as well as whatever they are normally recoloring

uncut viper
#

i wonder if "Action": "Copy" is something thatd be either feasible or wanted (by pathos) in content patcher for stuff like that

rancid temple
uncut viper
#

(for copying from one asset name to another i mean)

vernal crest
#

Have you written any of the json to put your map itself into the game yet?

rancid temple
#

It can also be used to wholly overwrite content, but that should be avoided if possible

vernal crest
#

Okay, you know how you have a code block that's like this? It's like this but for tilesheets :)

        {
            "LogName": "Load my map",
            "Action": "Load",
            "Target": "Maps/{{ModID}}_mymap",
            "FromFile": "assets/maps/mymap.tmx"
        },
tender bloom
uncut viper
#

i was thinking it'd be like Load in that whatever your copying into wouldnt exist until you did it, so if A copied B but B hasnt created it yet, then that would just cause an error, which could then maybe be solved by setting priority? iunno

#

somethin would have to try and copy something else first that would fail if it was a circular loop like that

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though that d oesnt solve the problem of A copying B copying C, which would be fine, but then a "When" condition on C later making it copy A... thats an infinite loop, i think. boo

vernal crest
#

Yeah, I also would like that haha. I hesitate to use vanilla tilesheets that aren't in Maps because of it.

uncut viper
#

i guess it would probably just be easier to make a like "tilesheet overrides" mod that lets maps grab tilesheets from other places but wheres the fun if you cant create an infinite loop that crashes your game

velvet narwhal
#

SDVpuffersquint i could probably... figure out some kind of drawspritebatch that i could shove into the customfield of minecarts.................. but how much work would that be

uncut viper
#

i dont know what you mean

velvet narwhal
#

i've been staring at

#

the draw(SpriteBatch spriteBatch) in the locations.busstop

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basically just taking the bus animation, and that one frame of the farmer being in front of the door to go into the bus, and then the drive off

dusty scarab
#

I don't see where I've got a non-existant file

rancid temple
#

Screenshot of the file in the folder?

vernal crest
dusty scarab
rancid temple
#

Also the texture of the building won't be a png, you should Load that png and use the loaded asset

uncut viper
#

(is the interiormapname supposed to be the file name of the tmx?)

uncut viper
#

also yeah your fromfile is wrong

vernal crest
#

You've said that your folder structure inside your mod folder is this "Mods/RiftstalkerSekun.BuildableGreenhouses/assets/MassiveGreenhouse"

dusty scarab
#

and load the png instead of the tmx?

rancid temple
#

Separate issues

#

Focus on the tmx for now

#

Just know you'll have to fix the texture next

vernal crest
# dusty scarab

Which is clearly incorrect, because that folder right there just says "assets" instead of "Mods"

#

Remember, "FromFile" is the path for the physical file that is inside your mod folder.

rancid temple
#

FromFile is a path to the file you're trying to Load ending with the file you're loading and the type

dusty scarab
#

...I read my own examples from previous mods wrong x.x

uncut viper
#

im still confused about what InteriorMapName is too, that does not seem to be a field at all in BuildingData?

dusty scarab
#

it should be "FromFile" something like "data/buildings", not like what I did, which would be more suitable for Action: Load formatting

rancid temple
#

Yeah no, there's IndoorMap

uncut viper
#

which would also not be the file name of the tmx like that with the extension

dusty scarab
uncut viper
#

i am curious about the example bc that field just straight up does not exist in the games code

rancid temple
#

It should be something like "FromFile": "assets/buildings/massivegreenhouse.tmx" assuming you have a folder in assets named buildings with the tmx inside it

#

Where's the example from?

vernal crest
uncut viper
#

if their previous mod they mentioned has a data/ folder thats what they would do

dusty scarab
uncut viper
#

some people put their assets in a folder called data instead of assets

rancid temple
#

Well their screenshot shows they have assets

vernal crest
#

Yeah

dusty scarab
#

my most recent one has assets, yes

rancid temple
#

So even if they have data in that, it would still be assets/data/buildings/massivegreenhouse.tmx

uncut viper
#

(i mightve been misinterpreting what aba said as an "in general" thing, my bad if that wasnt the intended case)

vernal crest
uncut viper
#

this example you linked also doesnt have InteriorMapName

#

its not important though i was just curious where you got it from, but you should remove it

dusty scarab
#

this is my file formatting so far, only MassiveGreenhouse has anything in it, the other folders are planned, but currently empty while I work on getting the massive greenhouse functional

rancid temple
#

So "FromFile": "assets/MassiveGreenhouse/massivegreenhouse.tmx"

dusty scarab
#

peeling off everything else down to the assets/yaddayadda, yeah, seems to be the way to go

vernal crest
#

Yeah I also can't find any reference to InteriorMapName in the entire wiki either.

uncut viper
#

re: the Texture thing roku mentioned too, in general very very few things aside from Content Patcher Load actions will ever need you to use a file path, it will in most cases be an asset name (so, not necessarily matching your mod folder and not having the extension)

vernal crest
dusty scarab
#

this mod also has a lot of C# stuff in it, though, so maybe they defined it in the .dll and I'm just bumbling around?

rancid temple
#

There's a few fields on here that aren't a thing

uncut viper
#

this isnt even a content patcher json

#

its purely a C# mod

rancid temple
#

Is it just a content pack for a framework?

uncut viper
#

no

#

its just loading its own jsons, presumably

rancid temple
#

That's unhinged

uncut viper
#

i say presumably but theres nothing else that would do it for them, but i havent decompiled it, so idk

#

so like 99% yes

dusty scarab
#

all .jsons aren't CP or JA compatible?

uncut viper
#

it is apparently itself a framework

rancid temple
#

Nope

#

Json is just a data storage file

vernal crest
#

Oh Stardew Realty really changes how the farm works, if my quick skim is correct

rancid temple
#

The format is important for how they're used as well as the manifest included

dusty scarab
#

ah. good to know, then. I'll stop looking off that mod with the C# stuff

rancid temple
#

Which is why the wiki has so many specific fields on their pages

vernal crest
#

Deeefinitely not a good idea to look at Stardew Realty for anything unless you're specifically trying to make a content pack for it

rancid temple
#

Obviously the wiki isn't foolproof, it doesn't have literally everything yet, but chances are good if it's not on the wiki then it's most likely not part of CP

uncut viper
#

all jsons will share the same syntax and formatting requirements for things like braces, commas, quotes, etc. json is a standard format. but its the data inside the json that is specific to whatever is reading it

dusty scarab
#

yeeeeeah. love the mod, but it's not helping me here with my current task

uncut viper
#

i would double check that whatever you have in your json now is stuff that actually exists in stuff that goes in Data/Buildings

dusty scarab
#

the other stuff in the json IS stuff that actually exists in Data/Buildings, so that's good, at least

dusty scarab
#

PROGRESS!

dusty scarab
ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 28 C# mods and 29 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
#

Looks like your json is funky again because the game is trying to load "Content\Maps/Mods/RiftstalkerSekun.BuildableGreenhouses/assets/MassiveGreenhouse/massivegreenhouse.tmx.xnb"

dusty scarab
#

where in the bugger did a .xnb file come from??

uncut viper
#

it would be easier to diagnose if you posted your json with your log

vernal crest
#

Content Patcher turns your stuff into .xnb files because that's the format the game needs.

dusty scarab
uncut viper
#

you are still putting file names and extensions in your things that are not Load actions

#

the Texture and IndoorMap will be the same as the Target of your Load actions that load the png and tmx respectively

dusty scarab
#

....Load is for Objects, isn't it? not buildings

uncut viper
#

no

#

Load is for assets

#

any asset

#

as said earlier, very very few things will ever need a file path/file extension like that outside of a content patcher Load action. this is not one of those things

dusty scarab
#

then isn't the .png of the outside of the building an asset? or am I understanding it wrong?

rancid temple
#

Load is used to add a file (like a png) to the content pipeline (the packed Contents/xnb's) as an asset that the game can use

uncut viper
#

the png is a file on your computer

#

you use Load to add it to the game, at which point the game finds it when searching for whatever you wrote as your Target

#

the game does not look at the files in your mod folder outside of specific circumstances that do not apply here

#

Load is used for any png, json, tmx/tbin, or... theres one more im forgetting i think. wav/ogg maybe

#

it doesnt matter whether the file you are Loading is used for an Object or a Building or anything else

brittle pasture
#

for example, you can Load your massivegreenhouse.png into an asset named MassiveGreenhouse (obviously you want more unique names).
SDV doesn't know massivegreenhouse.png exists, however, it will know MassiveGreenhouse exists if you loaded it. The asset's basically how you make files available to SDV

#

and in your building definition you set "Texture": "MassiveGreenhouse"

#

same with the map

uncut viper
#

to reduce a bit of confusion here, dont confuse your assets with an asset name

#

you have files in your mod folder that are called assets, yes, but you load them into asset names, which are just names you make up for the game to use

dusty scarab
uncut viper
rancid temple
#

Yeah, the sound stuff is one of those cases that is annoyingly the opposite

uncut viper
#

yeah, Data/AudioChanges is something that requires filepaths but i fsr thought you could load one with Load too, but i couldnt think of any field that used them. turns out its cause there isnt one i guess lmao

#

(any field thatd use one the same way you'd use an asset name, anyway)

dusty scarab
#

well, it puts the proper png for the greenhouse exterior now, though I think it's still trying to make a .tmx.xnb when I build the greenhouse because it's still stuttering like crazy and throwing SMAPI errors like crazy

uncut viper
#

did you fix it for IndoorMap too?

#

there should not be any file extensions anywhere in your buildings.json

#

only asset names

dusty scarab
uncut viper
#

you have your interior and exterior swapped

#

in buildings.json

dusty scarab
#

I linked the old one from my VS, it's done right in the actual file

#

I, uh, did the lazy thing of swapping into the main testing file first, then updating the files chilling in VS afterwards to save the VS version as a potential backup in case I messed things up worse

vernal crest
uncut viper
#

are you 100% sure the right file is saved in your mods folder then?

dusty scarab
ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 28 C# mods and 29 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
#

No it's not the same error. It's looking for a map called MassiveGreenhouse_Interior and not finding it.

uncut viper
#

ah, okay, IndoorMap is one of those ones that adds "Maps\" at the start when it loads it

#

so you need to make sure the tmx is actually loaded into Maps\MassiveGreenhouse_Interior

#

and then just write MassiveGreenhouse_Interior in IndoorMap still

dusty scarab
#

just to make sure, is it "Maps\" or "Maps/"?

floral canyon
#

hi guys, I wonder if someone can pinpoint why this ambient sound is not playing in my custom location: {
"LogName": "Add Interior",
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"bb.WorkshopInterior": {
"DisplayName": "{{i18n: birdb.WorkshopName}}",

      "ExcludeFromNpcPathfinding": "true",
      "CreateOnLoad": {
        "MapPath": "Maps/bb.WorkshopInterior"
      },
      "Music": [],
      "MusicDefault": "cracklingFire",
      "MusicContext": "Default"
    }
  }
},
uncut viper
#

it doesnt matter

#

(thats in response to you Sekundes about the slashes)

dusty scarab
#

sounds good! I know sometimes slashes matter, which is why I wanted to double check

uncut viper
#

thankfully SMAPI (and possibly CP itself too, dunno) normalizes slashes and stuff for us

velvet narwhal
uncut viper
#

LocationContexts is for differentiating between default, island, and desert locations

#

(or mod-added contexts)

velvet narwhal
#
  "SeasonOverride": "Summer",
  "DefaultMusic": "IslandMusic",
  "DefaultMusicCondition": "PLAYER_HAS_MAIL Any Island_FirstParrot",
  "DefaultMusicDelayOneScreen": false,
  "Music": [],
  "DayAmbience": "tropical_island_day_ambient",
  "NightAmbience": "spring_night_ambient",
  "PlayRandomAmbientSounds": false,```
╮( ̄▽ ̄"")╭
uncut viper
#

that sets values for location contexts as a whole, specific locations can have specific music too i.e. Hospital which has a MusicDefault of distantBanjo

floral canyon
#

this is from vanilla: "ExcludeFromNpcPathfinding": false,
"CreateOnLoad": {
"MapPath": "Maps\ElliottHouse",
"Type": null,
"AlwaysActive": false
},
"FormerLocationNames": [],
"CanPlantHere": null,
"CanHaveGreenRainSpawns": true,
"ArtifactSpots": [],
"FishAreas": {},
"Fish": [],
"Forage": [],
"MinDailyWeeds": 2,
"MaxDailyWeeds": 5,
"FirstDayWeedMultiplier": 15,
"MinDailyForageSpawn": 1,
"MaxDailyForageSpawn": 4,
"MaxSpawnedForageAtOnce": 6,
"ChanceForClay": 0.03,
"Music": [],
"MusicDefault": "communityCenter",
"MusicContext": "Default",

#

So here the music is set in Locations?

uncut viper
#

that said i dont know enough to immediately know why the music might not play. no errors in the log im assuming?

floral canyon
#

no errors

velvet narwhal
#

oh yeah idk, i have music set to just data/locations

#

"MusicDefault": "Overcast"

dusty scarab
#

well, it builds and it doesn't make SMAPI cry in pain anymore, so that's good progress. now I just need to find out why it's not letting me in, which is probably related to the player door property somewhere

floral canyon
#

I have added other custom music to different maps but not this ambient crackling fire in particular. I have used for example babblingbrook on a map by editing Location data

uncut viper
#

just to be sure... you have your Ambient volume turned up, right? not the Music one?

floral canyon
#

Yes I have

uncut viper
#

hmm

floral canyon
#

I have tested both. It still plays the music from outside even when you get inside

#

But no fire sound at all on either track

velvet narwhal
#

i only have the musicdefault in my data/location, so could that just be the highest priority?

#

and because that's empty, it's not playing anything
nevermind it says it should default to MusicDefault

uncut viper
#

MusicDefault is also already what birdb has filled in anyway

velvet narwhal
#

honestly i don't know unless you copied from a vanilla and it had the music map property... but i don't think any of them have that anymore

floral canyon
#

you mean property in the map file itself?

velvet narwhal
#

yeah but that's the fallback to everything

floral canyon
#

is it hidden property? i think i would have seen it?

uncut viper
#

the map property gets checked after MusicDefault anyway

velvet narwhal
#

it's visible like the warps, i just checked something random and there isn't a music property--so that's not it

#

SDVpufferthink why is my mappath backwards slashes

uncut viper
#

does the music play birdb if you set it to music that isnt ambient?

dusty scarab
#

the last part with having it load to Maps/ fixed it, you guys are geniuses. especially Button, thank you for holding my hand. I know it has to get old eventually

uncut viper
#

as long as people are willing to learn and actually trying, i enjoy helping, so it doesnt get old at all! please do not worry about that SDVpufferheart

velvet narwhal
#

i do wonder if internally because it's an ambient that it doesn't work but then... why does elliott's house have an ambient SDVpufferpain

uncut viper
#

yeah, i mostly just wanna see if its bc its ambient (but it shouldnt be) or some other cause preventing any sort of music change

floral canyon
#

i tested. also non ambient music doesn't play

#

so its something else

uncut viper
#

is it an indoor location?

#

and do you have any other mods that might be affecting music whatsoever?

floral canyon
#

its indoor location. I dont think so since I have tested this with other locations (PIF)

uncut viper
#

SDVpufferthinkblob is this a PIF location too?

floral canyon
#

no this is a custom building this time

#

i wonder should i mark this location as shed?

#

as in "IndoorMapType": "StardewValley.Shed",

velvet narwhal
#

oh a building

uncut viper
#

it shouldnt matter for music, but beyond that i dont know enough about buildings to know if you should do that or not, so iunno

floral canyon
#

ah okay. yeah im at lost too

uncut viper
#

can you just put the music inside the Music list instead of MusicDefault? since the music list is checked first

floral canyon
#

I can try. its just that vanilla indoor locations dont do that

velvet narwhal
#

data/buildings doesn't have music context

uncut viper
#
"Music": [
  {
    "Track": "cracklingFire",
  }
]
#

the vanilla locations might not have it for legacy reasons

floral canyon
velvet narwhal
#

just making sure, you just mean you're making a custom interior?

floral canyon
#

I have a building that has custom interior

#

but the music is located in data/locations in vanilla files

#

so thats why my music is there too

uncut viper
#

Data/Locations doesnt have locations for e.g. "Coop" though which is where a Coop building (for example) takes you, so i dont think its actually taking you to the location then?

#

if you debug warp to your location instead, does the music play?

velvet narwhal
#

yeah i'm just making sure you didn't make a data/buildings, cause that does have it's own separate instance of an "indoormap" that isn't correlated to a data/location

floral canyon
uncut viper
#

are you adding anything to Data/Buildings? anything at all?

floral canyon
#

you have to create the building in data/buildings. otherwise you can't have a custom building

uncut viper
#

right. but that building will not take you t o your location bb.WorkshopInterior

velvet narwhal
#

in that case, in your tmx, make the map property Music

uncut viper
#

it will take you to a map that has the same map as whatever .tmx you set for your location, but its not that location

#

it is its own little map world place

#

and that also means you should not have anything in Data/Locations at all

#

and should do what Avi says which is add the music to the map itself

velvet narwhal
#

SDVkrobusgiggle that was honestly what i was thinking of the entire time, "it's gotta be two instances of the map, isn't it"

uncut viper
#

(it says its deprecated and to use Data/Locations but again in this case you do not have a Data/Locations (or wont once you delete it that is) so you do need this)

floral canyon
uncut viper
#

its just how buildings work

#

they create their own little pocket dimension

#

which is different from a Location from Data/Locations

#

this is why going into two different coops doesnt take you to the same map

unique sigil
#

i'm back to fixing up the last bit of my mod!! im a bit confused of the HasFlag thing. i want to add a warp to the map once the flag is fulfilled (by any players), but this isn't doing anything. did i write it wrong?

uncut viper
#

other buildings in the world, like elliots house or the hospital, are not from Data/Buildings

#

Data/Buildings is just for the ones you can have robin/the wizard construct for you, that type of building

velvet narwhal
floral canyon
dusty scarab
#

...before I try to reinvent the wheel, is it possible to call on the game's existing exterior Greenhouse.png and have it use that as the default model for my modded buildable ones? that way, it should be compatible with people who use reskins for their buildings, AND I'll be certain that whatever happens, it'll match the vanilla style for everyone else who doesn't use reskins

unique sigil
velvet narwhal
#

flags are... host implemented iirc?

dusty scarab
unique sigil
velvet narwhal
#

"{{HasFlag: anyPlayer}}": ccBoilerRoom"

unique sigil
#

oh i think i've tried that but it didnt work (?). lemme test again

dusty scarab
uncut viper
uncut viper
floral canyon
unique sigil
#

ah no wonder that did not work haha

velvet narwhal
#

oh y'know, i just yeeted the cp docs

uncut viper
#

you CAN make a building use a Data/Locations entry, but

#

it will make every building of that type lead to that same location

#

and neither of those mods have that turned on anyway

floral canyon
vernal crest
uncut viper
floral canyon
#

so my mod works if i ditch the locations?

#

is that what you mean?

uncut viper
#

bc thats when tokens are used as keys

#

but it works the same, just take out the outer braces

uncut viper
vernal crest
uncut viper
#

oh i also misunderstood until just now what avi meant by yeeted lol that didnt help

floral canyon
#

i tested it so you got it right 👍 i was following those mod makers as example so i thought they had locations for a reason

velvet narwhal
#

yeah it just has this

uncut viper
#

i thought yeeted as in "didnt look at" and thus then you were explaining that the tokens dont work like whne formatted as a key
not yeeted as in "took it from the docs and yeeted it into here"

velvet narwhal
#

and brain is empty from thinking of monsters

vernal crest
# velvet narwhal yeah it just has this

Yeah. I had just been looking at that as well and going "hmm I think that's not going to work in a key, let me search for "when" to see how other tokens look"

uncut viper
velvet narwhal
#

(i just got an idea bc my cat hopped up on my lap, a cat runs away from you but you can pet it)

vernal crest
vernal crest
velvet narwhal
#

me, forgetting where any of those forward delimits are SDVpufferclueless

uncut viper
#

tbh i dont know where you'd find the reason for that on the wiki anyway since thats a json thing and not a modding thing

#

so i dont blame you

floral canyon
uncut viper
#

maybe one day people will also realize you dont need to put a slash before quotes if you just wrap things in single quotes instead too

#

(at the expense of having to put slashes before single quotes instead ofc)

velvet narwhal
#

yknow, i should really read json syntax

uncut viper
#

(json syntax will tell you what i just said is wrong so be careful)

vernal crest
#

Are these single quotes produced differently to pressing the apostrophe button on the keyboard?

uncut viper
#

(thats because it is wrong for json syntax. luckily the json parser SMAPI uses does not use standard json syntax SDVpufferparty)

#

nope

vernal crest
#

So not a good idea to wrap dialogue with single quotes then lol

uncut viper
#

yeah definitely not good for dialogue

#

but very helpful for GSQs and actions

#

where you need to quote things

velvet narwhal
#

i'd still have to do \"{{i18ntoken}}\" or would it take '{{i18ntoken}}' in regards to events

uncut viper
#

'ANY "WEATHER bla bla" "DAY bla bla"' instead of "ANY \"WEATHER bla bla\" \"DAY bla bla\""

velvet narwhal
#

oh yeah that'd help me parse my chaos tbh

vernal crest
#

I actually quite like the slashes

#

I find it easier to read

#

For the GSQ situation at least

uncut viper
#

you say that til you get a sufficiently long ANY chain where each of those GSQs has comma separation in them

#

i dont know what you do if you need to quote something inside a GSQ inside an ANY though

#

but tbf thats the same problem whether you use single or double quotes i think

vernal crest
#

This one is quite comfortable for me

 "ANY \"LOCATION_NAME Here BathHouse_Pool\" \"LOCATION_NAME Here BathHouse_MensLocker\" \"LOCATION_NAME Here BathHouse_WomensLocker\" \"LOCATION_NAME Here Beach, WEATHER Here Sun Wind, SEASON Summer\" \"IS_EVENT festival_summer5, {{HasMod|contains=spacechase0.SurfingFestival}}\""
velvet narwhal
#

oh i have no idea if it'd break my gsq actually:
"ITEM_ID Target Lance, ITEM_STACK Target 1 10, ANY \"PLAYER_HAS_MAIL Current {{ModId}}_10HeartOKAY received\" \"PLAYER_HAS_MAIL Current {{ModId}}_10HeartPEOPLE received\" \"PLAYER_HAS_MAIL Current {{ModId}}_10HeartDOCTOR received\", PLAYER_HAS_SEEN_EVENT Current LERealization"

uncut viper
#

i find that appalling to my eyes /lh

#

that one looks like itd be just fine with single quotes

velvet narwhal
#

i'll keep that in mind for my endeavors of chaos

vernal crest
#

I easily lose my place in larger chunks of single-line code so having the slashes makes it easier for me to chunk it so I am less likely to get lost.

#

Same reason I was over the moon about multi-lining events

uncut viper
#

doesnt the same thing that allows multi-line events just allow multi-lining anything you want, then? so GSQs included

golden basin
#

So is there a way to see why a patch isnt applying

uncut viper
#

patch summary in your console

vernal crest
#

The patch summary?

hallow prism
#

yes, doing a patch summary modid

golden basin
#

ive done a patch summary and its not telling me the why just that its not

hallow prism
#

remember you can then share the log if you don't see what's wrong

golden basin
#

ill share

hallow prism
#

usually it's something like a typo

velvet narwhal
#

fresh eyes are also good, for me it was because my dynamic token wasn't initialized SDVpufferpain

golden basin
ocean sailBOT
#

Log Info: SMAPI 4.1.0-beta.2 with SDV 1.6.9 'beta' build 24271 on Microsoft Windows 11 Home, with 25 C# mods and 7 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

uncut viper
#

which mod is yours?

vernal crest
uncut viper
#

oh at the top i see it

golden basin
#

Yee! im strugging getting buffs to apply

uncut viper
#

can you share the relevant json too?

final arch
golden basin
#

whats that mean?

hallow prism
#

that you did something wrong

uncut viper
#

thats not exactly a helpful response

vernal crest
#

Asset not requested just means that the game hasn't tried to access that asset yet, doesn't it?

hallow prism
golden basin
#

yeah its not doin my buffs include i see it

vernal crest
#

Or rather that it hasn't requested it. It might have tried and not been able to, I suppose.

hallow prism
#

includes are never applied, what is in the include may be

vernal crest
#

Though they are not, in this case

golden basin
#

its my data/buffs ones i dont know why though

hallow prism
#

airyn released a buff mod recently

vernal crest
#

Oh lol I wondered why there were four instances of "Buffs #1" etc. Four patch summaries.

hallow prism
#

you can compare to his and see if you spot a difference

#

are you equipping one of the rings that should give a buff? maybe a good medium step is trying to have a buff in a food and see if it works then

#

asset not requested usually means that either you have a typo (like, shedshop instead of seedshop) and so it can never request it because nothing in the game ask for it, or you haven't loaded the content yet

#

(like you didn't speak to a npc)

hallow prism
golden basin
#

I have equipped the ring, and its not a vanilla bug i ruled that out recently. the weirdest thing is it was working before i switched to the public beta

hallow prism
#

verify you aren't editing files of another version just in case

#

(i'm not sure which public beta is in question here)

golden basin
#

the one posted in this server

hallow prism
#

of?

#

the game? spacecore? a mod?

golden basin
#

The game the public beta that pathos posted

#

I verified the files and tried again and its still not applying my buffs

hallow prism
#

ok, so possibly something changed in the beta about buffs or rings or spacecore needs a new version, so i suggest returning to current version, see if it works

#

then if it works, but not on beta, test buffs on a food on the beta to see if it's a buff problem or a ring problem

#

and let us know of useful informations like "it works on main but not beta" at the start because it's important

golden basin
#

So I did some more testing, and it looks like its a ring issue. when I put it as a object and I hold the object, like say cheese. The buff applies but when its a ring it does not apply

final arch
#

which framework do you use for the ring to add the debuff?

dusty scarab
finite ginkgo
final arch
#

did he test other clothing items?

golden basin
#

Ill do that right now

golden basin
#

Rings are (O) right? like how a shirt is (S)

vernal crest
#

Yup looks like it

final arch
#

(R)

formal crown
#

(Weren't rings (O) ?)

vernal crest
#

Is everything listed in Objects.json an (O)?

golden basin
#

I think they are yeah, (R) doesnt seem to work either too

hallow prism
#

wiki doesn't list (R), but this may be some non 1.6 data

#

wait, (O) is 1.6 too 😄

golden basin
vernal crest
#

Well, that's where the ring data is

golden basin
#

this is my ring data

#

or one of them theyre all set up the same so if i did it wrong i can fix it

final arch
#

Im wrong it is (O) UBearThink

vernal crest
#

Did you try doing your keys for the WearableData without the qualifier?

#

(I know nothing about this and am just throwing out ideas)

final arch
#

maybe casey just forgot rings shrugcat

hallow prism
#

i thought it was working on a previous version

formal crown
#

If Casey forgot rings itd never work instead of just now?

golden basin
#

It was in a version that me and casey were debugging, I asked if she had put it in the new version she gave me and she said she did

#

but maybe not, ill let her know I just hate bothering her so much ^^;

unique sigil
#

time to wrap this up (at last)

golden basin
#

oh hmm

#

im just gonna revert back to non beta-

uncut viper
#

that commit doesnt actually appear to be in her 1.6.9 beta branch

#

just the develop one

#

so the 1.6.9 beta version doesnt have the ring fix

vernal crest
#

Yeah it's still using rings.AddItem(ring); instead of rings.Enqueue(ring);

#

Nice spotting Button

golden basin
#

so its not just me then

vernal crest
#

Looks like it, yeah

golden basin
#

oh okay cool im not losing my mind then XD

warped spade
#

Hello there, I've been looking through the cp github but can't find what I'm looking for 😅
Is there a way for a cp mod to detect when an item id exists ? I'm trying to make changes that would only apply if a specific item from another mod is enabled

hallow prism
# golden basin so its not just me then

it happened because you switched versions, so it depends if the 1.6.9 version of spacecore should already have all versions or is just meant as a quick fix

final arch
#

you can check for the mod itself, but not whether the item is enabled, unless its a C# config

#

(or can you check CP configs from another mod now?)

uncut viper
#

checking configs between mods is still not possible unless CP's been gettin some stealth updates i missed

hallow prism
#

(no, but some mods enable flags to allow checking when some items are enabled)

#

(however they usually do it by batch, not per item)

warped spade
hallow prism
#

can you tell us which mod you want to check item for?

warped spade
#

Growable forage and crops

hallow prism
#

we may have workaround (the precious friend of content pack authors)

warped spade
#

I wanted to make it so users don't have to manually match the two mods configs

hallow prism
#

6480 use flags in cornucopia, you can see if it's the case here too

#

if it's not the case, you can see if it's doable for him to add those

warped spade
#

Doesn't seem to be the case sadly

#

I see how context tags could help, but growable forage seeds objects are only loaded when enabled so I'm not sure it would change anything 😅 Like this :
{
"Action": "EditData",
"Target": "Data/Objects",
"When": {
"HasMod": "furyx639.CustomBush",
"Common Mushroom Planter": true
},
"Entries": {
"Cornucopia_CommonMushroomSeeds": {
"Name": "Cornucopia_CommonMushroomSeeds",
"Type": "Basic",
"Category": -74,
"SpriteIndex": 10,
"Displayname": "{{i18n:CommonMushroomSeeds_name}}",
"Description": "{{i18n:CommonMushroomSeeds_description}}",
"Texture": "Cornucopia.GrowableForage/objects",
"Price": 150,
},
}
}

#

I tried setting a condition like this : "When": {"HasValue: Cornucopia_CommonMushroomSeeds": "true"} but it didn't seem to have any effect

hallow prism
#

well, i don' see how context tags could help

#

what do you mean by that?

hallow prism
warped spade
warped spade
uncut viper
warped spade
#

There are indeed mail flags but not for all items.

finite ginkgo
#

It wouldn't be for individual items but for config options

warped spade
#

But that got me wondering, if for example all the seeds items from growable forage had a context tag related to what shop sells them (ex: dwarf, pierre, ect), would a condition like "ITEM_CONTEXT_TAG Target dwarf" work ? As in disabled items wouldn't get selected ?

warped spade
unique sigil
#

glad to announce that my newest farm mod is now live! a little flowery farm in the woods... with secrets! custom farm cave and farmhouse layout included. customizable experience as usual. i hope yall enjoy! SDVpuffersalute

https://www.nexusmods.com/stardewvalley/mods/28213/

Nexus Mods :: Stardew Valley

A tiny, flowery farm in the woods. Who knows what you might find here? Features forest forage, custom fish catch pools, starter farmhouse layout, and farm cave.

vernal crest
#

Looks lovely!

crimson spruce
#

Hello friends👋, I am new here. I would like to ask about how to make mods, whether it is related to items, locations, events, etc. I have just created my first mod that translates the game into Arabic and I liked the idea of ​​helping people. Is there a channel or a practical guide (video) on how to do that?

woeful onyx
#

in which file are the sky and cloud animations in the background of the main menu?

vernal crest
ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

pine brook
#

Is there a way to get the Leah bot to post your mod in the mod-showcase channel? Like are there conditions needed for it?

crimson spruce
calm nebula
vernal crest
vernal crest
vernal crest
woeful onyx
#

I would be very grateful if you could reply!

vernal crest
pine brook
# calm nebula In general you need an orange name but also just ask here, it's pretty likely so...

Thanks! I have been a long time viewer of the discord, but this is kind of my initial foray into publishing public content. I definitely would like to start tinkering a bit more on the mods side. In a review of the roles channel, I will go ahead and send the Bouncer Bot a DM.

Here is my first little mod.
https://www.nexusmods.com/stardewvalley/mods/28182

Nexus Mods :: Stardew Valley

A little mod that adds a new regular TV show. It's magic rewards those interested in Gossip.

vernal crest
calm nebula
crimson spruce
# vernal crest I think using AI is not a good idea, but your idea for a mod sounds interesting ...

Yes I thought about adding puzzles, secret rooms and passages, adding new layers and some bosses at the end of each layer, and adding a monster guide. It's like stickers for each new type of monster that was defeated. I was also thinking about adding some lost NPCs in the cave. They are people working in Jojo. It would be better than just bringing minerals from there and some things here and there. So to do all of this I need to learn # C language?

vernal crest
pine brook
vernal crest
# crimson spruce Yes I thought about adding puzzles, secret rooms and passages, adding new layers...

Yup, that's a lot of C# stuff there. Basic rule of thumb is that if you are changing the way the game works (for example, adding a monster guide where you get stickers for defeating a monster - a mechanic that doesn't already exist in the game) you will need to write a C# mod for that.

You would probably also be safer if you just made an entirely new area rather than trying to change the mines (I assume that's what you meant by the mountain cave?) because the mines have a lot of hardcoded behaviour and if you changed them it would break a lot of other mods (even assuming you could do so successfully).

Your idea does sound very fun, but also a very big mod idea! Even if you already knew C# it would be a lot of work. I don't want to discourage you - I think you should try it if you want to.

lucid iron
#

You gotta right click then apps > leah > publish

vernal crest
#

Yeah but how does the blurb thingy work?

#

Do I write that?

#

Does it publish their entire message?

#

Does it publish it as soon as I press "Publish" or does it give me a box to do stuff with?

lucid iron
#

You have to write message yes

vernal crest
#

Okay thank you for explaining! I didn't want to muck it up for anyone.

vernal crest
pine brook
# vernal crest Now that Chue has told me how to do it, would you like me to showcase your mod? ...

Yeah! That sounds great!
Description:
A little mod that adds a new regular TV show. It's magic rewards those interested in Gossip.

Check the TV every day and let the magic of gossip reward you!

The magic of the Gossip gives the curious farmer a little item relevant to the gossip that they just saw. It may be mentioned directly in the gossip or a loved gift of one of those being discussed. Tune in Daily!

pine brook
mighty quest
#

How can you get the Greenhouse GameLocation from the Farm instance?

blissful panther
#

Building greenhouse = Game1.getFarm().buildings.First(building => building is GreenhouseBuilding);

Super untested LINQ nonsense, but that ought to get it?

#

Oh, the location!

#

That, plus GameLocation interior = greenhouse.indoors.Value; then.

#

Or just combine everything into one line, of course. SDVkrobusgiggle

finite ginkgo
#

(For the first I’d use FirstOrDefault instead just in case you don’t have a ‘greenhouse’ before the cc bundle)

blissful panther
#

Actually, yeah, is that technically not a greenhouse building at that point?

#

Also relevant that not all farms even have the ruined greenhouse necessarily I don't believe. So definitely FirstOrDefault, yeah.

final arch
#

Game1.getLocationByName("Greenhouse") should work too

#

as theres only one

blissful panther
#

That's good too, since the location does definitely exist even prior to the greenhouse being accessible.

calm nebula
#

Or multiple greenhouses

#

Or a greenhouse on RSV summit farm

#

Or or or

#

Hey, a Beatle!

#

back to labview with the piffle

final arch
#

well my reply still answers his question :p

#

everything else is his problem UGiggle

blissful panther
#

Brute force iteration through every building in every location, pulling the indoor location out of everything that's a GreenhouseBuilding!

final arch
#

just iterate through all locations and check for the isGreenhouse map property UGiggle

#

like RSV's greenhouses are just normal maps too

#

no greenhouse building

blissful panther
#

This is why my custom greenhouse won't have that property.

#

Because chaos.

calm nebula
#

Also don't forget pif

#

RECURSION

final arch
#

pif?

weak cairn
#

Hi, I'm really struggling to understand how to create a custom object, I tried with json assets, cp and even just plain c# but I cant seem to get it 😦
I want to add a minigame functionality to the object later so I will be using c# if i could get the object right..
I would really appreciate any help
I made an object that when placed in the world can somewhat function but in in the inventory it's an error item

lucid iron
#

Do you want object like an inventory item?

#

And have it place in world like a big craftable

weak cairn
#

i want to create a custom anvil with a minigame to upgrade your tools yourself
I've tried big craftable but had more luck with furniture

lucid iron
#

You just have to edit Data/BigCraftables

#

This mod adds a placeable thing that opens a minigame

weak cairn
#

wow i searched so much for something like that 🥲
thanks you very much!

lucid iron
#

Here is how you might do it in C#

#

Call this from handler of asset requested event

weak cairn
#

Thank you so much!

vernal crest
# final arch pif?

Mod called personal indoor farm. You buy a door, plop it into your farmhouse, then choose a room to associate with it. Then you can use the door to go to your own new little location.

upper rune
#

Is this a good thread to field mod ideas in? I am making a crop mod that is fantasy inspired (but not drawing from any specific IP- I don’t want to make Good Berries from DND or Mandrakes from HP for example.)

Here are some of the crop names I was already thinking of:

Fantasy crops

-Cat o’ Nine Tails (paddy crop)
-Sugar plums (tree)
-Golden apple (tree)
-Pixie wings (flower)
-Crowning glory (flower)
-Dragon’s breath (flower)
-Moonflower (flower)
-Starflower (flower)
-Lemondrop (flower)
-Nymph tears (flower)
-Dandylion (flower)
-Wishing tinsel (flower)
-Magecap (mushroom)
-Gnomecap (mushroom)
-Faeberry (fruit)
-Wonder melon (fruit)
-Rainberry (fruit)
-Heartfruit (fruit)
-Beesberry (fruit)
-Bearsweet (fruit)
-Giant beans (trellis)
-Jellybeans (trellis)
-Bluecumber (trellis)
-Winter pea (trellis)
-Shimmer carrot (veggie)
-Elf shoes (tuber)
-Frost parsnip (veggie)
-Storm gourd (veggie)
-Pixiecorn (veggie)
-Rapunzel lettuce (veggie)
-Queensleaf (veggie)
-Cowradish (veggie)
-Firefly tomato (veggie)
-Towerstalk (veggie)

Witch’s Brew

-Eye of Newt (herb)
-Houndstongue (leafy vegetable)
-Bat wool (trellis moss?)
-Toe of frog (leafy green)
-Adder’s fork (herb)
-Blindworm’s Sting (thorny herb)
-Lizard’s leg
-Owlet wing (flower)
-Fenny snake
-Basilisk’s Tooth
-Witchbroom
-Spider daisy
-Itchweed
-Sevensnoot
-Sourwort
-Void pepper
-Swamp basil
-Wyrmwood

Also, does anyone know if you can IsLamp a crop or if that only works on furniture? I want some of them to glow in the dark

#

Sorry if I don’t respond right away if you add an idea, I am clocking back in to work

blissful panther
#

Mandrakes would be quite cool! I mean they're defintely not from Harry Potter originally.

tender bloom
#

C# can do anything but I don’t know offhand how annoying it would be

#

Probably not too annoying, but keep in mind I heard lights can be resource intensive

#

You CAN just manually check every time for your plant being grown a certain amount in the morning of each day and add a light at each instance, and keep tabs on whether to dispose when the plant is harvested

#

However idk what this will actually look like if you say, plant 500 of them

#

(I had a thing for a while where I wanted to add lights to things, and this is roughly my C# thoughts, though I’ve never sat down to implement this)

#

I do know Aedenthorn had a mod called Lights Mod (rip) that theoretically added light to any placed item (so not crops, they’re terrain features), but it might be an interesting mod to reference

blissful panther
#

Glowing crops would be pretty cool too...

lucid iron
#

Maybe if it add light sources only sometimes

faint ingot
#

Is there a reason to use faceDirection in events instead of move 0 0 <direction>?

blissful panther
#

A new release of MEEP is coming up that I can't put out there until 1.6.9 comes out, so there is time for experimentation with crop lights...

gaunt urchin
#

Can someone help me ?

blissful panther
gaunt urchin
#

The game didn’t detec the mod that need it

calm nebula
#

Crop lights themselves don't seem too bad; I also did consider doing it out of atracore at some point but lol that will never happen now!

blissful panther
#

Yeah, after making the portable torch for Clown, crop lights should be relatively simple!

faint ingot
calm nebula
#

Ah, it was warp I was thinking about

#

move is bloody fragile

#

Prone to making npcs walk straight up off the map if you, say, didn't have them grid aligned beforehand

#

facedirection is a much simpler command (just changes the npc facing direction)

faint ingot
#

OK, I was just checking since I'm changing the facing direction of like 8 people and it's much shorter to use move since I can put multiple NPCs in the same command

calm nebula
blissful panther
#

That sounds like a problem for Stardew! /j

calm nebula
#

My back of envelope was to consider only doing visible crops and somehow hook into when the farmer moves tiles

blissful panther
#

Lights are that bad, though? I was definitely going to max it out at 10% of a given crop gaining a light source, but if they're that bad...

lucid iron
#

Are they less bad in 1.6.9

#

Having become a mapping rather than list

calm nebula
#

I mean that bit scales better but

lucid iron
#

Personally I was thinking more that it'd look bad on screen LilyDerp

#

Like if u had 5x5 grid of torches

blissful panther
#

So what you're saying is I should map out crops on a map that have a light property, generate a big lightmap texture, and add a light with that texture in the correct location.

lucid iron
#

So maybe u could have 1 light which scales with no of connected crops

blissful panther
#

Which definitely could be done, but...

tender bloom
#

I feel like it’s easier and cuter to add fireflies

#

Just make the crops spawn critters with some probability

blissful panther
#

Are their lightsources somehow more performant?

tender bloom
#

Or those butterflies

#

Probably not but they can spawn less of them

#

In a way that looks natural

ornate trellis
#

as someone who had used move 0 0 <direction> because events are the bane of my existence and I didnt know better....I prefer facedirection because the move one broke my event lol

tender bloom
#

Also Atra said critters aren’t saved in any way iirc

ornate trellis
tender bloom
#

So they’re free to be full of crimes

#

(This is what I selectively interpreted, anyways)

#

Like I feel like having only 10% of crops glow is a little thematically confusing. Are only those 10% magic?

blissful panther
#

But 10% having little fireflies spawn will look much better visually!

calm nebula
#

Anyways, good luck DH!

#

Enjoy statewide!!

#

This is what I'm doing lol, waiting for labview to install shit

tender bloom
#

Labview is terrible

#

I assembled two shoe racks today

proud wyvern
#

are there no non-terrible alternatives in the field?

calm nebula
#

I don't think I have enough pairs of shoes for two shoe racks

blissful panther
#

(Atra, make a not-terrible alternative!)

tender bloom
#

I have a lot of shoes

tender bloom
calm nebula
#

Labview is a non negotiable

proud wyvern
#

good thing atra actually builds good code

calm nebula
#

Unless I want to design a board myself which I am neither capable of or have the time to

proud wyvern
#

you can do it atra, go go go

calm nebula
tender bloom
#

Press X to doubt the doubt!

calm nebula
#

That reminds me I need to send two emails

tender bloom
#

I think it’s time to wrestle a Kallax

calm nebula
#

Have fun!!!!!

proud wyvern
#

love me a Kallax

#

i need to get another soon

calm nebula
tender bloom
#

I have 3

calm nebula
#

Just that it is a meme

proud wyvern
#

funnily enough me neither

#

other than that it's about some PlayStation game

tender bloom
#

I’m sure it’s something about games I haven’t played somehow

brittle pasture
#

Atra knowing a 2014 pop reference? Unpossible

#

anyway IIRC it's from a Call of Duty game, where your character is at a funeral. the seriousness of the scene and the video game prompt to press a button to mourn caused a ludonarrative dissonance vortex which metastasized into an enduring internet meme

proud wyvern
#

...i think you're mistaking two different references

#

apparently it's from L.A. Noire

brittle pasture
#

FUCK
That's what happens when you woke up just 10 mins ago because you stayed up to 5 AM last night

proud wyvern
#

CoD was Press F to Pay Respects

brittle pasture
#

Fuck it I'm keeping that post as a shrine to my stupidity

#

(also this is really off topic lol)

hallow prism
#

ah that's the F thing on reddit

#

TIL

#

i thought it was a "f***" but in sympathy

#

like "sorry that sucks"

gaunt urchin
#

Hello

#

I have a question

#

Are ridgeside village compatible with stardew valley expansed ?

brittle pasture
#

That's a better question for #modded-stardew , this channel is for making mods
But yes!

gaunt urchin
#

Ok ok

raw kelp
#

i have his sprites in the right folder and theyre in the right positions (i used abigail's sprite sheet and worked over top it) so im not sure whats wrong

brittle pasture
#

just to confirm, this is after sleeping for a day?

raw kelp
#

nope, ill try that

#

its a new world tho

rancid temple
#

You should be doing blank loads with edits for the schedule

finite ginkgo
#

I’d say your problem is mismatched names

rancid temple
#

You only seem to be doing that for a character named Evon which is no the character you're working on

brittle pasture
#

I see that your NPC is ForestSpirit but your schedule and dialogue is for FroggyLittleBeasty.ForestSpirit

rancid temple
#

Also blank load and edit for dialogue rather than just loading the dialogue

#

You seem to be loading dialogue and marriage dialogue both on top of the same target

raw kelp
brittle pasture
#

well that probably means the files are being loaded, you just have errors
as opposed to them not being loaded at all like currently because of mismatching names

#

your blank load above also needs to match

raw kelp
#

what does the blank load do?

brittle pasture
#

pick one of Evon, ForestSpirit or FroggyLittleBeasty.ForestSpirit for your NPC name

raw kelp
#

name or mod id because the tutorial keeps using it interchangably and thats what messes me up

brittle pasture
#

(presuming they're meant to be the same person)

raw kelp
#

yes it is

rancid temple
#

Whenever it asks for a display name you can put whatever you want

#

But for all other places you need to pick the thing

#

So you should decide if you want it to be Evon or ForestSpirit internally, where nobody will see

raw kelp
#

i changed it all to the same thing

rancid temple
#

Blank loads are necessary for initializing an asset

upper rune
rancid temple
#

There are some problems with loading some assets directly, I think something to do with the tokens?

#

So you load a blank and then you edit it in order to not have any problems

raw kelp
#

what does loading a blank mean

rancid temple
#

That's the thing you're doing at the top

#

However yours looks now

raw kelp
#

so i should be doing all of the schedule stuff in the blank?

rancid temple
#

Nope, you need to initialize it with a blank

pine elbow
#

No, you load the blank and leave it. Your blank file should only be two curly brackets

raw kelp
#

yeah thats what it is right now

rancid temple
#

But after that you would use this with the correct name

pine elbow
#

I recommend not putting your schedule data right in your content.json as it takes up a lot of space

rancid temple
#

They have it separated, I just screenclipped this from the validator

pine elbow
#

Ahhh okay mb mb

raw kelp
ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 11 Home, with 2 C# mods and 1 content packs.

rancid temple
#

Send your content json again, because you had a lot of other issues and you didn't say you fixed those

raw kelp
#

thank you again for helping so much with this id be completely lost otherwise lol

rancid temple
#

Remove those

#

If there are still errors after that then you should send the log so we can see what it's complaining about

raw kelp
ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 11 Home, with 2 C# mods and 1 content packs.

raw kelp
#

im assuming the issue is that i altered a map and am not using the correct version of it when telling it where to spawn

rancid temple
#

If you put the updated map back into your folders then it should be loading that one

#

You also need to create a location

#

Just loading a map isn't enough to create a location

raw kelp
#

ahh ok

rancid temple
#

For now you could just have them spawn in town

#

And in fact, I think when their home is broken they should spawn in Town

#

Maybe check the main square

raw kelp
#

they didnt but yeah i think ill just spawn him in town just to see if it works

tender bloom
#

!decompile

ocean sailBOT
tender bloom
#

If you haven’t already, take a look through the decompile

lucid iron
#

it does bother me a little that we r call isTileBuildingFishable twice though, since isTileFishable also calls it

teal bridge
#

Already got a thread in #1272025932932055121 for that, pushed the fix to GitHub and am posting the update to Nexus.

#

(That check is not my fix; instead I added a side-effect definition.)

lucid iron
#

fishing code sure is cursed

teal bridge
#

Just updated Nexus, should be good everywhere now. Kind of strange that the mod was posted a week ago and two people just ran into the same issue on exactly the same day and at exactly the same time.

#

Fishing code's a mess, yeah, but I knew this type of issue would come up and there's already a semi-elegant system in place for writing these quick fixes.

lucid iron
#

well it is the weekends when ppl r actually play game monS

teal bridge
#

(That's why it took me all of 10 minutes to push the fix.)

teal bridge
#

Yeah I suppose so. Though it was posted early on a Sunday and no one saw it then, haha.

#

Huh, wasn't there always a cap on fish ponds?

lucid iron
#

the overlay is on and unexisting a fish every tick

teal bridge
#

Oh, I see, that was a repro video. I thought it was some historical oddity you were referring to.

final arch
#

happened to me with Visible Fish too

teal bridge
#

Whoever made the Fishing UI Overlays?

#

Heh, the thing is I actually did realize there were side effects and planned for them (nut drops, fish caught stat, etc.). Just missed that particular side effect.

brittle pasture
#

Inb4 1.7.0 adds even more side effects to getFish

#

friendship increase with Willy SDVpufferthink

lucid iron
#

well i would hope it adds a probe argument too

teal bridge
#

It wouldn't surprise me; and it would surprise me even less if there are mods out there that add their own side effects, which was really the original basis.

#

But it's OK, they're all very easy to handle unless the game comes up with some huge, far-reaching side effect that can't be easily reverted in the game state.

#

Probe would be wonky because it uses Game1.random (in vanilla, that is). They'd have to rewrite the whole thing to make it probable.

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AFS is the probe, lol

lucid iron
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yea it is just that having probe mode in game is only way to have all mods respect such a thing blobcatgooglyblep

teal bridge
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It is the best way when it's a possibility, for sure. Just impossible to implement with current logic.

lucid iron
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when i was test with debug setupfishpondfarm i noticed some of the fish overlay poping up near edge of screen

cobalt anvil
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hey yall does anyone know why the rotation on this wouldn't be working?
"{{ModId}}_TrackCornerUp": "{{i18n:TrackCorner}}/rug/1 1/1 1/2/5/2/{{i18n:TrackCorner}}/0/Tilesheets\\{{ModId}}\\tracks/true",

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like is the tilesheet in the wrong order?

lucid iron
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is this a furniture

cobalt anvil
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yea

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like the order of the data is name/type/sprite size/footprint/# of rotations, but it only shows the first frame

lucid iron
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that first 2 should be a 4 i think

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for 4 rotations

rancid temple
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Rotations only accepts 1 2 or 4

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Anything else likely defaults to 1

lucid iron
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i think you should actually make these flooring though

cobalt anvil
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oh can flooring go outside?

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omg duh

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lol

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yea that would be better

lucid iron
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1.6 let you add custom flooring

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without overriding existing

rancid temple
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You wouldn't be able to walk on these if they're furniture

lucid iron
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its a rug so its fine, but still Bolb

rancid temple
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Oh right, rugs ignore that

uncut viper
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making it flooring would give you a lil speed boost too

cobalt anvil
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ohhh i was also thinking i didn't want to make them a craftable

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like its a companion for a building, so you build the building and could then use these "rugs" to add around it and make it look like it's on tracks

rancid temple
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Can rugs go outside?

cobalt anvil
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one of the other numbers it the data line is whether it can be placed inside/outside or both

lucid iron
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you don't have to add crafting recipes if you dont want to bolbthinking

rancid temple
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Ah

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Yeah you have to manually create crafting recipes, so that isn't really an issue

lucid iron
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dunno what happens if you add it to catalogue though, might work?

cobalt anvil
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it being in the catalogue was another issue i was having, coincidentally

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but i wanted to at least get the rotation working first

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i had them successfully show in the catalogue for a sec, and then messed it up somehow. but even then the rotation wasn't working right

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it should be the first two tiles are one item, the second two tiles are one item, the next three tiles are one item with 4 rotations, and then the last one has no rotation. that code snippet is just for the first one though. it seems like i might have the tilesheet formatted incorrectly

upper rune
uncut viper
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var SCore = typeof(Mod).Assembly.GetType("StardewModdingAPI.Framework.SCore")!.GetProperty("Instance", BindingFlags.Static | BindingFlags.NonPublic)!.GetValue(null);

surely nothing at all can go wrong with what im messing around with right now

half tangle
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@ivory plume Bug in 1.6.8: A player can walk off the Summit map at the east end of the south. Specifically the map is missing the warp 18 30 Railroad 33 0
(I reported the Backwoods missing warp as well - I'm now reasonably certain these are the only cases in 1.6.8 as I've tested an early game save and an end game save)

patent lanceBOT
calm nebula
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Anhhh okay I'll do it when I get home

rancid temple
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Rugs don't rotate

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Or there's something about how they rotate that's special

lucid iron
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hm i never seen a 4 rotate rug

velvet narwhal
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i've never attempted to rotate a vanilla rug tbh SDVpufferthinkblob

lucid iron
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theres a lot of 2 rotate rugs tho

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the smaller ones

rancid temple
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I turned my own rail tilesheet into a rug and at first I messed up and put the wrong thing in the furniture type

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It was rotating perfectly but because it wasn't a rug I couldn't walk on it

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Then I switched it to rug and now it won't rotate

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I think it has to do with their diffrent sizes

lucid iron
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"1461": "Dark Rug/rug/-1/-1/2/2000/-1/[LocalizedText Strings\\Furniture:DarkRug]",

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hm it is weird that u cant just rotate floor dividers

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have to use L or R

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prob some size thing then?